Make component states dependant on the player getting them (#3280)
* Make component states dependant on the player getting them Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Updated submodule to v0.3.7. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Acruid <shatter66@gmail.com>
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@@ -1,4 +1,5 @@
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using System.Threading.Tasks;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Buckle;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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@@ -10,6 +11,7 @@ using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
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using Content.Shared.Utility;
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using NUnit.Framework;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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@@ -52,8 +54,9 @@ namespace Content.IntegrationTests.Tests.Buckle
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[Test]
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public async Task BuckleUnbuckleCooldownRangeTest()
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{
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var options = new ServerIntegrationOptions {ExtraPrototypes = Prototypes};
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var server = StartServer(options);
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var cOptions = new ClientIntegrationOptions {ExtraPrototypes = Prototypes};
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var sOptions = new ServerIntegrationOptions {ExtraPrototypes = Prototypes};
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var (client, server) = await StartConnectedServerClientPair(cOptions, sOptions);
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IEntity human = null;
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IEntity chair = null;
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@@ -91,7 +94,9 @@ namespace Content.IntegrationTests.Tests.Buckle
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Assert.True(buckle.TryBuckle(human, chair));
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Assert.NotNull(buckle.BuckledTo);
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Assert.True(buckle.Buckled);
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Assert.True(((BuckleComponentState) buckle.GetComponentState()).Buckled);
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var player = IoCManager.Resolve<IPlayerManager>().GetAllPlayers().Single();
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Assert.True(((BuckleComponentState) buckle.GetComponentState(player)).Buckled);
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Assert.False(ActionBlockerSystem.CanMove(human));
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Assert.False(ActionBlockerSystem.CanChangeDirection(human));
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Assert.False(EffectBlockerSystem.CanFall(human));
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